Magick Rules (and Canon Info)





The Elements ~ ~ Dual Sparks ~ ~ Good vs Evil ~ ~ Ranks

Prep Strength ~ ~ Basic Rules ~ ~ Combat ~ ~ Additional Materials

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The Elements



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Simple Elements and Dual Element Information



RULES OF THE SPARKS




~ The world is made up of eight elements: Fire, Earth, Wind, Water, Space, Time, Light, and Gravity.

~ When a character is born into life, they are born with zero to two elements embedded in their very souls. These elemental attributes are then called 'sparks', as they can spark their specific energy type into existence.

~ If a character is naturally born, and they have one or two sparks, these sparks will always be a 'normal' spark within their soul, never an anti-spark - even if they practice anti-magick more than regular, positive magicks. Magick flows in two directions, positive and negative, or better spoken: Additive and subtractive. Normal sparks are considered additive magicks. Anti-sparks are considered subtractive magicks. Since magick flows in two directions, someone with Fire also has access to Anti-Fire, or vice-versa: but the spark is always considered 'positive', regardless of how it's used

~ It is very likely will realize they have a spark during their childhood. Just as children slowly explore all the things they're capable of, they too will realize this is one of their many talents, and they will toy with it. This power does not come suddenly and explosively. All sparks are equal in strength. Magick will only grow strong with concentration, effort and practice.

~ Any living creature that is conscious of itself can be born with sparks. This includes ferals, faeries, dragons, furres, and humans! And any other creature that knows it is a separate consciousness from the other consciousnesses. Believe it or not, this also includes demons and things, however, demons do not have a soul to attach a spark to, and therefore must have a 'weakness item' where their spark(s) are attached, such as a gemstone of power, or their very heart.

~ All eight elements combined creates Soulfyre. If all eight elements are absent, it is called ZuhRuh. ZuhRuh is basically Anti-Soulfyre.



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DUAL SPARKS



~ More sparks can be acquired through magickal devices and other magickans, even if a character was born Mundane.

~ In the
large chart, dark grey boxes with 'light text' are considered very unstable magicks that often (or always) backfire on the magickan. Some are safe to practice, such as Shadow Jumping and Flight, but others should never be messed with, such as Auto-Disintigration.

~ The list on the chart is not exhaustive. This is a means of learning how things go together. If you have something in mind that is not on the list, please ask staff about it. :)

~ The attributes in each box for 'two sparks' does not mean a character with said spark combination 'must' have that attribute in themselves, though it is likely they do. The attribute in the box is what type of magick is produced when these two elements are combined, be it hard spells, soft spells, or pliable spellwork. Adding representative ingredients to a cauldron will create a potion with the desired result, which will impact they-who-drink the potion. Hard spells can be thrown at others, or applied on the magickan, themselves.

~ There are 'larger' spells and powers, such as creating life forms or intelligent zombies, that require more than two sparks. Another such power that needs approval is 'absorbing other peoples' magicks'. Such spells need to be approved OOCly by the admin, just so we can be sure the game stays fun for everyone.






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GOOD vs EVIL (ESSENCES)



~ Magick itself is neither inherently good nor evil. Magick does not have a purpose, except to exist, like most things. This means elements, anti-elements, additive magicks and subtractive magicks are neither good nor evil. The one exception to be considered is ZuhRuh - although this is also not evil, per se, it's simply a terrible nothing that consumes somethings.

~ However, there are intentions that drive the spell: the will of the magickan. While elements are based on colors, intentions are envisioned like colored strings woven of fine fibers. These strings hold a spell together, and tie it to its creator and its target. When a spell is formed, the string is colored by its source via the source's essence and the source's intentions. Once the energy of the spell is manifested, the strings, too, are lost.

~ Strings are thus woven of the intentions, the essence of the casting magickan, the target, as well as possibly ingredients in soft spells. Multiple strands within a string account for each essence within a spell, while the colors of a spell represent the elements that create the energy or manifestation of the spell. The strings tie the elements together to create a function of the spell. In soft spells, the strings are literally tied to the items within the spell. This is what makes soft spells easier to break: anyone can see the 'ingredients' of the spell and destroy them. Hard spells can only be seen by magickans and spells using light magicks.

~ Let's talk about the source of the magick a little bit! If a magickan draws energy and casts a spell with their own sparks, their intentions color the strings of the spell. If a magickan was born mundane, and their magick is sourced by something else, then the source colors the intentions of the spell if the source has an alignment, formed when it was created or colored because it is conscious. If the source has no alignment, then the magickan colors the uncolored strings with intention, instead. In example, a paladin who truly, yet misguidedly, believes they are doing good by serving their deity, but the deity is full of hatred, equates to a black string of hateful intentions. The source of the magick there-in colors the intention. However, if one were to find a source of magick via a life-fruit that was grown on a tree, for instance, the natural form of the energy is uncolored and unbiased, giving space for the magickan's intentions to color the strings of the spell.

~ The chaos factor: Because emotions are wide and varied in strength and purpose, emotions create unpredictability within magick. Students of the highest order will practice magick with a clear mind to prevent this instability, but those casting at lower levels or in response to powerful emotions tend to taint their spells with these intentions. Tainted spells may not manifest as the caster intended, or may take on a life of their own in the form of a weak imp, demon, sprite, or life-animated object. Large spells tainted by emotions may be completely ruined due to a single component being woven incorrectly. These artifacts and spells are often tossed into the figurative trash and left to rot on a wizard or witch's shelf.

~ As an additional note: Strings manifest themselves in more than castings and spellwork. Fate strings, for instance, are silver in color and are nearly impossible to break. Strings are also created between people as they become friends, lovers, or enemies, and the color determined by the emotion that binds them. There are also soul-strings, which are the strings in a person's immediate vicinity.





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MAGICKAN RANKS




Mundane / Sparkless (Zero Skill/No Sparks)
~ Mundane characters do not carry any spark at all. Therefore, they typically do not practice magick, though they are still allowed to study it! They are capable of crafting soft spells, with study and practice, but their skill will never match that of one borne with magick sparks.
~ Characters do not suddenly acquire sparks later in life without a reason or a catalyst! They are born with them, or sparks are acquired via enchanted items or events caused by other magickans.


Thaumaturge / Thaumaturgist (Mundane Conjuror)
~ A Mundane whom has acquired a spark through an enchanted item or other means is considered a thaumaturge. These are individuals who have studied the arcane and have control over their unnaturally acquired sparks. Therefore, they are capable of soft, hard, and pliable spells, even though other magickans typically consider them fraudulent fakesters. Thaumaturges can become just as powerful as their accepted counterparts, however, they will not be accepted into the true ranks of other magickans, or be called by any other title. The Grand Covenant will not recognize their abilities.
~ Anyone naturally born with one or two sparks will never be considered a thaumaturge. If other magickans gain additional sparks, they keep their true titles. This title is specifically only for those who were once Mundane.


Domestic Mage (Innate skill, unstudied)
~ Domestic Mages are magickans that have not studied magick, however, they were born with one or two sparks. These individuals have taken it upon themselves to utilize small amounts of magick in their lives to help them with their daily tasks or vocations, such as a blacksmith using the fire spark to help keep his metal hot for longer lengths of work time, or a cook using water spark to dilute a soup. They have not studied magick, they merely know how to use their innate skill as any child learns how to walk or run. A domestic mage who has happened upon a book in a library is still considered merely a mage.
~ All magickans are born with the same ‘power levels’. Their skill, control, and energy advancements come from years of study, meditation, and practice - they do not arrive with suddenness and extremeness.


Acolyte (Magickan, First Year Studies)
~ Acolytes are mages who have decided to better themselves and pursue magickal studies. Their determination, focus, and school will determine whether they advance in the ranks of magickans, or if they stay classified as an acolyte for the rest of their lives. Acolytes deliberately seek further magickal knowledge, even if that means travel and going out of their way to get it. Often, acolytes end up studying under other ranks of magickans or end up at a magickal school, such as SilverSouls Castle!
~ Acolytes are the most likely rank of magickans to cast spells intended directly to harm others. They are the most eager and arrogant, and thus, the most ignorant of magickal ways. If anyone is casting attack spells directly on others, it is likely going to be an acolyte!


Apprentice Witch / Apprentice Warlock (Dedicated Magickan, Entry Level)
~ Apprentice Magickans study soft spells, and mental control of their innate sparks. These are magickans who have advanced their knowledge far enough to understand the difference between hard spells and soft spells, as well as basic soft spell ingredients and power words.
~ Apprentices may still have intentions of using their skills for harm, and may make the mistake of casting against a more powerful witch or wizard. They will either be killed for their attempt or suffer greatly, and this is the level where most magickans realize that starting a fight with another magickan is not a good idea, no matter how strong either party is! Since it is nearly impossible to both defensively and offensively cast at the same time, both magickans walk away hurt and upset, if not dead, and they rarely make the mistake twice. Besides, what a waste of energy! Using magick on an army or mundane individuals, however, is another story entirely…
~ This is the last rank that a Mundane can achieve, without acquiring a spark through superficial means.


Witch / Warlock (Practiced Magickan, Mid Level)
~ Witches and Warlocks are practiced magickans that are considered in the magick community as capable and independent. Many magickans halt their studies at this level and use their skills for both good and evil. They craft spells, enchant items, and create brews, potions, herbs, and chants to sell to lesser magickans. Their spells are often somewhere midway between hard and soft spells, considered pliable spellwork, and are strong enough that any Mundane or Mage would likely benefit from getting a spell from a Witch or Warlock rather than trying to craft their own.
~ Witches and Warlocks understand the dangers of casting offensive spells directly at other magickans, and tend to refrain from this practice. They are apt to pull magick in self-defense, especially when confronted with physical attacks, but witches and warlocks will not seek to directly cast magick against another magickan. They know better! Subtle spells and indirect castings are much safer to their health!
~ Paladins are another version of this rank.


Wizard / Sorceress (Practiced Magickan, Advanced Level)
~ Obtaining the title of Wizard or Sorceress requires half a century or more of dedicated study and practice. Often, this title is gained through the teaching of other magickans for many years while also advancing personal studies and practice. True tests of this level include conducting hard spells with only minor chanting, few power words, or moderate body movements. If a magickan still requires tangible objects to cast spells, they are not wizard or sorceress status.


Grand Wizard / Grand Sorceress (Practiced Magickan, Master Level)
~ Grand wizardry is a title only the greatest of wizards are given, and only once they’ve been accepted in the grand order of wizards and sorceresses, The Grand Covenant. At this level, most studies are on developing their own ability with other non-innate sparks, creating old magicks by sheer will and joining efforts with others who hold alternate sparks. The order of grand wizardry indoctrinates their members into an understanding and acceptance that wizards do not directly attack other magickans. Wizards and Sorceresses understand that true power comes from their ability to manipulate the world around them without it being traced back to themselves!


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Prep Strength




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Basic Rules




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Combat




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Misc




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SSC, RP gone wild!